Notable PROJECTS:
STING: An Audio Detective Game
ROLES: Producer - Audio Engineer - Script Writer - Game Designer
In the Fall of 2020 I worked with a small development team to bring the alternative game Sting from its conception to reality in just under ~4 months. The idea was to create a game that was completely accessible to blind and visually impaired players. The art was intentionally minimalistic, and we recommended that players without visual impairments use a blindfold to complete the game. This design goal presented a number of challenges, such as the need to narrate all of the game’s menus, but was well worth it.
Acting as the producer and vision-holder of our small team, I focused the bulk of my time on project management (done through Trello), script writing, audio engineering (done through Adobe Audition), and game design. Aside from these duties, I had the privilege of building and working with a supplemental team of 5 voice actors to bring Sting’s script to life.
In totality, our core development team consisted of a programmer, lead voice actor, and myself. Our contracted team included an artist and 4 additional voice actors who were instrumental to the project’s development and success.
NOTE: As Sting: An Audio Detective Game was developed during the peak of the COVID-19 pandemic, all work done on the game (including meetings, planning, user testing, etc.) was done entirely remotely.
ContacT Information - Business Inquiries:
lancetallman.work@gmail.com
Watch STING’S Trailer!
DESATURATION POINT
ROLES: Producer - Engineer
In the Fall of 2021 and Spring of 2022, I worked with a team of 26 to develop Desaturation Point, a Strategic Squad-Based Horror Game where players navigated Arctic Labyrinths overrun by freakishly Colorful Monstrosities in what we called a ‘Lovecraft-on-LSD experience.’
On Desaturation Point I acted as one of three producers responsible for running all-hands meetings, tracking tasks (using Google Sheets, Trello, & Jira), prioritizing features, and presenting during stakeholder milestone presentations. Aside from full-team responsibilities, each member of our production team acted as a liaison of sorts for one of our three departments (design, art, and engineering). I functioned as the engineering liaison and ran team meetings and championed features for our engineers. Additionally, I was responsible for coordinating with the state of Utah to establish (and ultimately dissolve) our company’s LLC.
Watch Desaturation Point’s Teaser Trailer!
REMNANCE
ROLES: Producer - Engineer
In the Spring of 2021, I worked on a team of 8 to prototype Remnance, a dialogue-driven exploration game where players ventured into ancient relic sites while evading the site’s protectors. Our team’s original pitch was to create a small open-world exploration game, but after surveying the skills of everyone on the team, we realized it would be out of scope for our short timeframe. Instead, we pivoted to a linear game whose main draw was a dialogue system inspired by Firewatch. We also implemented a camera system, allowing players to take pictures of objects in the game world, that drew some inspiration from 1979 Revolution: Black Friday.
For this project I acted primarily as a producer and engineer, building many extraneous systems (like the game’s photographic camera) and delegating tasks (using Trello) so our team could hit our development milestones in stride. I also coordinated with our two voice actors to direct recording sessions and later sent finalized sound files to our engineer responsible for the game’s branching dialogue system.
NOTE: As Remnance was developed during the peak of the COVID-19 pandemic, all work done on the game (including meetings, planning, user testing, etc.) was done entirely remotely.